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Penciptaan Dress Lilit Motif Bunga Easter Lily Dengan Teknik Batik Tulis Mikha Exclesia Pasaribu; Sri Wiratma; Raden Burhan Surya Nata Diningrat
Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain Vol. 2 No. 2 (2025): April: Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/realisasi.v2i2.582

Abstract

This creation is based on Batik as a rich Indonesian cultural heritage, which continues to undergo significant transformation by combining traditional elements and modern fashion trends. The creation of a new batik motif inspired by the Easter lily flower, was chosen because of its symbolic meaning and natural beauty. The design of this motif consists of three elements: the main motif of the Easter lily flower, supporting motifs, and isen motifs as complementary details. This creation aims to determine the process and results of applying Easter lily motif batik cloth to a wrap Dress using the batik tulis technique. This creation uses the Alma M. Hawkins method which has 5 stages of creation, namely: preparation, elaboration, synthesis, concept realization, and completion. The result of this creation is the creation of a wrap Dress with an Easter lily flower motif of 12 batik works. This batik tulis uses the colet technique with remasol dye. The wrap batik Dress with the Easter lily motif is expected to foster the interest of the younger generation in wearing batik tulis with colors and motifs that are tailored to their tastes.
Pengembangan Pembelajaran Berbasis Video Tutorial Melukis dengan Media Tatakan Gelas Kayu pada Siswa Kelas XI SMK Siska Riana Purba; Raden Burhan Surya Nata Diningrat
Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain Vol. 2 No. 3 (2025): Juli: Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/realisasi.v2i3.679

Abstract

This study aims to develop video tutorial-based learning in painting using wooden coasters for class XI students of SMK Negeri 1 Perbaungan in the 2023/2024 academic year. The research method used is Research and Development (R&D) with a descriptive qualitative approach. Wooden coasters were chosen because of their durable and unique nature, while video tutorials were used to make it easier for students to understand painting techniques visually and interactively. The results showed that the use of video tutorials improved understanding of painting techniques, neatness, and aesthetics of the work. The average score of students increased from the category of "enough" to "good". The aspect of neatness received the highest score, followed by technique, beauty, and similarity. In conclusion, video tutorials and wooden coasters are effective as innovative learning media in painting.
Analisis Nilai Estetis dan Makna Simbolis pada Tugu Perjuangan Siborang di Kota Padang Sidempuan Melati Romadhona; Raden Burhan Surya Nata Diningrat
Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain Vol. 2 No. 3 (2025): Juli: Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/realisasi.v2i3.701

Abstract

This research analyzes the aesthetic values and symbolic meanings of The Siborang Struggle Monument in Padang Sidempuan City. It aims to raise awareness among people who pass by the monument about the importance of remembering the services of heroes who fought tirelessly to defend Indonesia’s independence. The purpose of this research is to describe the aesthetic values based on Monroe Beardsley’s aesthetic theory and to uncover the symbolic meanings according to Langer’s symbol theory, as represented in The Siborang Struggle Monument. The research method employed is qualitative with a descriptive approach, using data collected through observation, interviews, and literature studies. The results show that The Siborang Struggle Monument holds significant aesthetic value through its unique local architectural form and conveys a strong symbolic meaning as a representation of bravery and sacrifice. This is reflected in the statue’s facial expression, which depicts a passionate fighting spirit while carrying war tools such as a sharpened bamboo spear with a flag, Molotov cocktails, and firearms, along with elegant color choices that carry implicit meanings. The study concludes that the monument not only serves as a commemorative structure but also stands as a symbol of national identity and pride. This research is expected to foster a spirit of patriotism and resilience in the younger generation and can serve as a reference for future studies on related topics.
Game Monster Hunter sebagai Inspirasi dalam Karya Drawing Menggunakan Teknik Cross Hatching Ottosay Pratama; Nelson Tarigan; Raden Burhan Surya Nata Diningrat
Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya Vol. 2 No. 2 (2025): Mei : Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/filosofi.v2i2.593

Abstract

This work was created out of the author's interest in the world of video games and realized in the form of graphic art. In this video game, the author found interesting aspects of the Monster Hunter game, starting from its ecosystem, system, and the excitement of playing it. Until the point where the author encounters bosses in the game called elder dragons, including Gore Magala, Shagaru Magala, and Valstrax. This research aims to bring the world of the game to life as a work of art. In this research, the author created 15 artworks depicting monster forms, monster hunts, and tasks that monster hunters must undertake. In creating this work, the author used a pen with black and white ink, employing the cross-hatching technique. This technique helps the author create a dynamic impression, contrast, balance, and volume, and also makes it easier for the author to add depth to the shading in the created works. The result of this research produced 15 works with titles taken from several video game references and some tasks taken from monster hunters.
Penciptaan Desain Karakter Tokoh Mitologi Asal Usul Suku Batak dengan Menggunakan Artstyle Manga Seinen Chensin Agnes Lidya Sihotang; Raden Burhan Surya Nata Diningrat
Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya Vol. 2 No. 2 (2025): Mei : Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/filosofi.v2i2.612

Abstract

This creation aims to design characters based on mythological figures from the origin story of the Batak tribe using the visual approach of the seinen manga art style. Batak mythology, which is rich in cultural values and ancestral narratives, is explored through a visual style that resonates with contemporary audiences. The seinen manga style is chosen due to its realistic, emotional, and thematically mature characteristics, making it appropriate for depicting traditional myths without diminishing the respect for cultural beliefs and values. The methods applied in this character design process include literature studies on Batak mythology, visual analysis of the seinen manga style, and concept exploration through stages of digital art creation. The main characters depicted are Debata Bataraguru, Debata Soripada, and Debata Mangalabulan, accompanied by traditional attributes that represent the cultural values of the Batak tribe.
PENCIPTAAN ILUSTRASI DIGITAL BERGAYA MANGA JOSEI DENGAN TEMA OBJEK WISATA KOTA MEDAN PADA POUCH WANITA Nadia Putri Piliang; Raden Burhan Surya Nata Diningrat
Jurnal Intelek Dan Cendikiawan Nusantara Vol. 2 No. 3 (2025): JUNI-JULI 2025
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Pariwisata merupakan sektor strategis dalam pembangunan ekonomi dan pelestarian budaya daerah. Kota Medan, dengan kekayaan objek wisata bersejarah seperti Istana Maimun, Masjid Raya Al Mashun, dan Tjong A Fie Mansion, memiliki potensi besar untuk dikembangkan, namun tingkat kunjungan wisatawan masih relatif rendah dibandingkan kota-kota lain di Indonesia. Kurangnya strategi promosi visual yang menarik dan relevan menjadi salah satu penyebab utama. Penelitian ini mengusulkan pendekatan visual melalui ilustrasi digital bergaya manga josei, yang dikenal dengan gaya estetik dan emosional yang kuat, serta menyasar segmen perempuan dewasa muda sebagai target utama promosi. Ilustrasi tersebut diterapkan pada produk pouch wanita yang fungsional dan modis, guna mengintegrasikan nilai estetika dengan budaya lokal Kota Medan. Hasilnya diharapkan mampu menciptakan media promosi yang efektif, meningkatkan daya tarik objek wisata, serta memperkuat identitas budaya lokal melalui produk kreatif yang bernilai jual.
PENCIPTAAN E-BOOK ILUSTRASI CERITA ANAK DENGAN MUATAN LOKAL BATAK TOBA MENGGUNAKAN APLIKASI AUTODESK SKETCHBOOK Kezia Natasya Hutasoit; Raden Burhan Surya Nata Diningrat
Jurnal Intelek Dan Cendikiawan Nusantara Vol. 2 No. 3 (2025): JUNI-JULI 2025
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Di era digital saat ini, e-book menawarkan media pendidikan anak yang menarik dan mudah diakses, terutama dalam melestarikan dan memperkenalkan warisan budaya lokal. Batak Toba kaya akan budaya, termasuk cerita rakyat dan kearifan lokal, namun sumber daya digital modern untuk memperkenalkan warisan ini kepada anak-anak masih terbatas. Studi ini mengatasi kesenjangan ini dengan memanfaatkan kemampuan ilustrasi yang kuat dari Autodesk Sketchbook untuk menghasilkan konten digital berkualitas tinggi dan menarik secara visual. Prosesnya meliputi pemilihan cerita rakyat Batak Toba yang sesuai, mengadaptasi narasi ke dalam format e-book yang ramah anak, dan kemudian dengan cermat mengilustrasikan setiap cerita dalam Autodesk Sketchbook, yang mencakup tahapan mulai dari sketsa awal dan seni garis hingga pewarnaan dasar, arsir, detailing, dan penerapan efek cahaya. E-book yang dihasilkan bertujuan untuk menjadi alat inovatif dan interaktif yang tidak hanya menghibur tetapi juga secara efektif memperkenalkan anak-anak pada budaya Batak Toba yang dinamis, menumbuhkan apresiasi dan kebanggaan sejak dini terhadap identitas lokal mereka. Penelitian ini menunjukkan kelayakan praktis penggunaan Autodesk Sketchbook sebagai alat utama untuk mengembangkan ilustrasi e-book pendidikan yang menarik dan berakar pada budaya lokal
PENCIPTAAN KOMIK EDUKASI UNTUK MENINGKATKAN KESADARAN REMAJA MENGENAI DAMPAK NARKOBA Nurul Izzah Syadina; Raden Burhan Surya Nata Diningrat
Jurnal Intelek Dan Cendikiawan Nusantara Vol. 2 No. 3 (2025): JUNI-JULI 2025
Publisher : PT. Intelek Cendikiawan Nusantara

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Abstract

Menurut data BNN (Badan Narkotika Nasional), pada tahun 2024, sudah tercatat sebanyak 2,2 juta remaja di Indonesia menjadi penyalahguna narkoba dan jumlahnya terus meningkat dari tahun-tahun sebelumnya. Dalam rangka menciptakan sebuah media edukasi mengenai bahaya narkoba terhadap lingkungan social bagi remaja, penciptaan komik edukasi menjadi sebuah pilihan dikarenakan popularitas komik sekarang ini. Komik edukasi ini menggunakan literasi cerita dan ilustrasi visual yang dilakukan secara digital dalam penyampaian pesan dan pembuatannya, dengan memperhatikan unsur-unsur dan karakteristik sebuah komik itu sendiri. Hasil dari penulisan dan penciptaan ini adalah sebuah buku komik edukasi mengenai bahaya dampak narkoba terhada remaja dan lingkungannya dalam sebuah cerita yang diperankanoleh karakter-karakter yang utamanya didesain masih duduk di bangku SMP dan SMA, sesuai dengan target audiens yang merupakan anak usia 12 sampai 17 tahun.
Wayang Kulit Ramayana Sebagai Ide Penerapan Motif Batik Pada Pembuatan Hand Bag Ade Nur Hizliah; Wahyu Tri Atmojo; Raden Burhan Surya Nata Diningrat
Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa Vol. 3 No. 3 (2025): Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/yudistira.v3i3.2290

Abstract

This design project is motivated by the declining interest of society, especially the younger generation, in the traditional art of Wayang Kulit Ramayana as part of Indonesia’s cultural heritage, which is being eroded by globalization. The lack of awareness regarding the importance of cultural preservation drives the need for innovative efforts that are relevant to today’s lifestyle. The aim of this project is to create batik motifs inspired by scenes from the Ramayana epic, to be applied to handbag products, thus reintroducing cultural values to society through functional and aesthetic media.The design process involves transforming visual representations of Ramayana scenes each containing deep moral messages and philosophies into batik motifs by combining stylization and the characteristic stylir technique of Wayang Kulit. The design method follows SP. Gustami’s theoretical approach, which includes three stages: exploration, design, and realization.This project has resulted in twelve batik motif designs, with twelve final works materialized as handbags made of mori cloth using the hand-drawn batik technique. It is hoped that this work can become a contemporary innovation in hand-drawn batik that not only enhances personal style but also serves as a means of preserving the cultural heritage of the Wayang Kulit Ramayana.
Modifikasi Kumbang Koksi sebagai Ide Penciptaan Motif Batik Digital pada Media Mug Menggunakan Teknik Digital Printing Putri Ananda; Raden Burhan Surya Nata Diningrat
Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya Vol. 2 No. 3 (2025): Agustus : Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/filosofi.v2i3.900

Abstract

Indonesia has a rich cultural heritage, one of which is batik, which has become a national cultural heritage and is recognized by UNESCO as a world intangible cultural heritage. Along with the development of digital technology and the increasingly dynamic needs of society, innovations in the form of digital batik have emerged, opening new opportunities in the preservation and development of traditional batik motifs. Digital batik not only allows efficiency in the production process but also expands the reach of creative expression through the exploration of new, more modern forms, colors, and media. This creative research aims to explore the shape and color of the female beetle (Coccinellidae) as inspiration in creating digital batik motifs that are then applied to mugs using digital printing techniques. The method used is exploratory with an artistic practice approach, involving stages ranging from visual concept design, digital sketching, color exploration, to the printing process on ceramic media. The design process was carried out digitally using the Ibis Paint application on a mobile device, which demonstrates that batik works can be created flexibly with the help of simple technology. The results of this creation are 15 digital batik works with the visual character of the female beetle that have been artistically modified without losing their distinctive shape and striking color. Each design measures 20 x 8 cm and is printed on a cylindrical mug with a curved surface. This research demonstrates that natural elements such as insects can be a rich source of aesthetic inspiration for developing contemporary batik motifs. Furthermore, this work demonstrates that modern technology can play a crucial role in maintaining the relevance and appeal of traditional arts like batik in the era of globalization and digitalization.